Today, I would not recommend anybody to go into graphics programming: I started in 2001, when NVidias first Geforce 1 ("the Gigatexl shadercard") was first announced: The field developed since then with so much speed and innovations, it blows my mind of. Compared to what we could do 25years ago, the tech today is just fu*ing impressive. Though, with this impressiveness comes a big "but": The space is developing at a…
What to learn to be a graphics programmer
141–150 of 251 posts
Re: What to learn to be a graphics programmer
#142Earlier quoted context omitted.
> Don’t be like me! I wasted my entire life That's not the argument being made here. The field is changing. I had a good career in graphics, my life wasn't wasted at all. That doesn't mean a college student would have the same experience starting today.
I mean, there's other problems with OPs argument. For example, "there's no chance to become the next one" implies it's only worth it to do something if you can become the absolute best person in the field. It's a big world. Most of us will not be the very best at what we do. There are millions of fun games that were not written by John Carmack.
I kid, but there are many other modern Carmacks and id argue even more impressive contributions. The guy has done little since he left gaming.
I wish more people praised Alex Evans. Dreams rendering tech is still unmatched to this day and was my inspiration for graphics, not Carmack.
Re: What to learn to be a graphics programmer
#143Re: What to learn to be a graphics programmer
#144Earlier quoted context omitted.
Graphics programming has this one very, very useful aspect, exponentially more valuable today: the matrix algebra pipelines, and then the requirement to 'think in matrix transforms' is a wonderful and visually engaging way to get your foundation for machine learning math.
This is like saying being a cashier prepares you for a job in high-finance because both involve arithmetic on dollars and cents. I've been in ML for ~5 years in multiple FAANGs and I have never seen a rotation matrix .
Re: What to learn to be a graphics programmer
#145Do you want to make games, or do 3D engine programming? If you want to make games, use an existing engine. Unreal Engine, Unity, Godot, and Bevy are good choices. You'll learn the higher level issues of graphics, not how to push pixels around. The real problem is making it fun. If you want to do 3D engine programming, be aware that there are too many bad game engines. In Rust land, where I am, there are three failed…
The amount of otherwise decent games that run poorly due to Unity or UE is very unfortunate. I wish people would stop recommending this stuff. I do hope Godot and Bevy are better, but I'm not sure if they are. To name some games with very bad perf issues that I've played in the last couple years: Core Keeper (Unity), WORMHOLE (Unity, mostly see the lag in endless mode), Crab Champions (UE4, have to use nonsense upsca…
Though maybe it wouldn’t have even existed if it wasn’t for Unity.
Re: What to learn to be a graphics programmer
#146Do you want to make games, or do 3D engine programming? If you want to make games, use an existing engine. Unreal Engine, Unity, Godot, and Bevy are good choices. You'll learn the higher level issues of graphics, not how to push pixels around. The real problem is making it fun. If you want to do 3D engine programming, be aware that there are too many bad game engines. In Rust land, where I am, there are three failed…
But existing engines are so “general purpose” and full of assumptions about your game. Maybe your game requires different constraints?
Especially for 2D. For instance I’m building a game, powered by my custom game engine, that specifically focuses on performance and compression and no server or database in the loop.
My engine has very specific structure and assumptions about how my games must be structured, to reach pretty extreme performance and compression scenarios based on the constraints I set for myself and my game. (Hackernews post about it soon, I’m hoping next week)
I tried building my browser game so many times previously - first with unity, then godot, then react (lol!) - but having to learn the apis sucked, and the engines were not able to meet my extreme constraints (also attributed to me not being good with the engines). But looking back, I still don’t think what I’ve achieved internally would be possible without a custom ground up engine.
But I’ve learnt so much building my own engine and game.
Especially now with LLMs, I think it’s reasonable for experienced devs to try build their own custom game engines, it’s suddenly in reach for most developers.
Re: What to learn to be a graphics programmer
#147For some reason, graphics is one of most popular topics for recreational programming.
Re: What to learn to be a graphics programmer
#148Somewhat surprising there is no mention of basic design principles, or understanding the quirks of human perception. My brother was a production artist for some well-known computer games in the '90s-'00s, and continually complained about programmers and managers with zero visual sense, or curiosity about understanding the artists' side. Graphics aren't my specialty, but as a musician, sound designer and producer, by…
(author of the article) 100% agree. As others have said, a good graphics programmer works with tech artists and artists. Frankly, graphics programming is largely a role of service to enable those people to do what they want to do, or help create what they envision. People mentioned Inigo Quilez as an example of a graphics programmer who is also an artist. He is a power house and a unicorn. I personally like playing m…
I came across this guy's channel the other day and it was an immediate subscribe.
Re: What to learn to be a graphics programmer
#149Re: What to learn to be a graphics programmer
#150Earlier quoted context omitted.
Agree with almost all of that. Unless you are targeting some obscure or old platform, I don't even know how you'd justify trying to write a 3D engine from scratch in 2026, except as a fun learning experience. Also, think about tooling. Last time I wrote an engine from scratch, the tooling to support it probably took way more time than the engine did.
While the sister comment is down voted, they are not necessarily wrong. AI absolutely makes custom 3d engines easier to make because the math is very well understood. Most games do not need 90% of the features 3d engines have. A simple geometry batcher with a bog standard rendering equation and simple single directional shadow map will go a very long way. I can confirm AI has been able to one shot this for well over…